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Fix a bunch of state leaks that made multitextured fullbrights smear the world.
Now just have one (known) issue with bmodels with fullbright textures not rendering their base texture. Floating fullbrights are nifty! Also a number of optimizations, which need wider performance testing.
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5 changed files with 141 additions and 96 deletions
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@ -37,7 +37,7 @@ void GL_BuildLightmaps (struct model_s **models, int num_models);
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void R_DrawBrushModel (struct entity_s *e);
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void R_DrawWorld (void);
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void R_RenderBrushPoly (msurface_t *fa);
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inline void R_RenderBrushPoly (msurface_t *fa, texture_t *tex);
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void EmitWaterPolys (msurface_t *fa);
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